Legends of Fore

Just starting to add the galaxy exploring part of the game so I can have on planet exploration and additional space station locations. Navbot will help you find your way through the galaxy - eventually allowing you to buy your own

https://dl.dropboxusercontent.com/u/1668516/shots/fore/shot6.png

Cheers,

Kev

Look at those graphics! :o

Cas :slight_smile:

I don’t know if this is a bug but i thought i might as well tell you, It seems that after you finish the first mission to get the rocks they stay in your inventory, I found 17 that game and none of them were taken.

Its actually intention that you keep the rocks so you can sell them after, but I should update the mission message to reflect that.

Cheers,

Kev

Would be nice :slight_smile:
I was like “how TF do I buy a health pack if I can’t afford it!?” (seen sell button for rocks XD)

I’m finding the controls rather annoying. Mainly the situation where you try to shoot an enemy who has a gun, but miss-tap, and your guy walks 5 spaces getting shot on each one along the way. also when you select a target, auto-repeat firing often feels like the game is making decisions for me when i want to be able to change tactic during the middle of a fight, specially when i open a door and theres 5 guys behind it.

i didnt have the same issue at all with legends of yore and i’m not sure if others feel the same, but its probably due to the shift of focus onto ranged combat as far as i can see.

some possible ideas:
*change the movement to direction based rather than target based, cardinal quest 2 is the best example of this working really well that i have discovered so far.
*make the combat more intense, higher chance to hit, higher damage, quicker resolution. while at the same time make the character only able to move one space per tap if enemies are visible
*perhaps a “select target” button which allows you to only fire at enemies and not accidentally move to a wrongly tapped square. although that would get annoying if it was the only way to fire.

Getting shot or anything otherwise suddenly being in your way or any notable event should cancel the move.

Cas :slight_smile:

I must say that my first impression when I saw the title in the list of threads was “Ah, a golf game”.

Thanks for the feedback guys, I’ll work on it. Cas’s solution sounds simple and a good fix to me. (its also what LOY did)

Cheers,

Kev

Added the stop on hit idea. Works nicely.

Also started working on the game’s star map to allow us to explore the galaxy. Nav bot is here to serve.

https://dl.dropboxusercontent.com/u/1668516/shots/fore/shot7.png

https://dl.dropboxusercontent.com/u/1668516/shots/fore/shot8.png

Cheers,

Kev

Hmm I heard Titan was full of 200 tonne monsters.

Cas :slight_smile:

Think time period, possible they’d already been wiped out by a certain game or maybe they’re about to invest it - or maybe they live underground atm? :slight_smile:

Cheers,

Kev

A meeting of plots!

Cas :slight_smile:

Just landed on Titan!

https://dl.dropboxusercontent.com/u/1668516/shots/fore/shot9.png

Finally, I can travel off base!

While it might not look like it, this is a huge step in the engine. So pleased.

Cheers,

Kev

hmmm where are those Titans? It all looks too safe.

Cas :slight_smile:

This is great. I love Legends of Yore, and I’m looking forward to seeing where this one goes. I’ll try to offer as much constructive criticism as I can:

Using the mouse on the desktop version feels weird. I only checked out the desktop version to see the difference (there isn’t any?), so it’s not that big a deal, but adding arrow key support might be a good idea. Right now the desktop version sorta feels like an afterthought, which again might be fine, but it also might alienate folks without Android?

Potential bugs:

  • The randomness of enemy and health placement makes it actually impossible to beat the first mission half the time. Unless I’m missing something?
  • I did beat the first mission once, but it was still listed in the mission list. I don’t see any indication that the game knows I beat the mission?
  • It doesn’t seem possible to go back up a level after you go down, but the first mission only has 2 levels, and the rocks are split between them. This caused me to be stuck without all the rocks I needed to get back home.
  • You can shoot through walls if you’re at a diagonal. Might be more of a feature since restricting the shots too much would get super annoying.
  • From the base, I don’t see a way to get back to the menu to load or start a new game. Also, you seem to be capturing the “back” button presses, which doesn’t bother me but annoys other people.
  • The health in the stats screen seems to be a lie. It seems to always show the same value, no matter what my actual health is?

Ideas for improvement:

  • What’s the difference between the classes?
  • Tapping on something causes a dialog box to pop up with a description, which is usually “there is nothing to see here”. The dialog might be replaced by a message at the top that you don’t have to close. Right now that extra step (players are lazy) actively discourages people from exploring, whereas something more like the “game saved” message would encourage it?
  • It would be nice to have a “no action” option where you wait a turn to see what the badguys will do. Maybe by tapping on yourself, since you already have an inventory button?
  • The combat system is a little wonky. You keep firing until the enemy is dead, which means you can’t do things like target another enemy or stop to take some health. Well, you might be able to do those things, but it would be easier if you only fired once- maybe make it an option?
  • When you die you get a little message saying that the shuttle pilot rescues you and takes you home, but doesn’t bring any of your items. How did he get past all the bad guys? Maybe instead, you have an emergency teleportation device that detects when you’re near death and teleports you back to the shuttle for safety?

Random things that would be cool: more weapon types, more enemies, environmental traps (please let me shoot a window and suck everybody out into space), a cover system for more tactical gameplay…

Anyway the above list is my attempt at trying to be helpful, so hopefully it doesn’t come off as complaining. I think this is going to be a great game and I’m looking forward to the final version!

Also, did you do the art yourself, or do you have an artist on the team, or did you get it somewhere else?

I tried the web version a couple of weeks ago and the Android version just now, and both ran fine for me (except that the Android ‘back’ button didn’t let me quit).

The game looks lovely. You’ll be getting work as an artist soon at this rate. :wink:

The health and power numbers on the ‘stats’ screen didn’t seem to change, and the ‘use’ button for the battery didn’t do anything (are the batteries used automatically?).

It wasn’t at all clear to me what the ‘down stairs’ tile was until I stood on it - and then it was too late. It feels wrong not to be able to go back up a level (it seemed more natural for Yore’s dungeons) and, as Kevin says above, it made the first mission impossible to complete.

I wonder whether the game isn’t maybe following Yore’s formula too closely. Random dungeons don’t seem so natural in space. Maybe if the dungeon generation added a bit of symmetry…? And a bit more organisation between the enemies (the smart ones at least) like setting off alarms and running towards rooms where there is fighting…?

I like the sound of the space exploration aspects you’re adding. The current cut-scene of simply flying to a planet felt like a missed opportunity.

And yes, the game needs Titans. :wink:

I vote for a Carry On-themed roguelike called Legends of Phwoar! ;D

Guys,

Thanks for the all detailed feedback, really really appreciated! I’ll endeavour to apply it all as soon as possible! You guys rock!

I’m hacking my way to another early access release, so once thats out (it includes a bunch of new stuff) I’ll be doing a run of tidying up where I’ll put in all the feedback.

Again, thanks for trying something so early, for my process it’s critical I get feedback early so again, thank you!

As to the art, just like Yore, this is a combination of Oryx labs sprite sets (he rocks also) and some Kev modification to make it all fit and fill in the bits I need.

Cheers,

Kev

Not very nice or helpful to just state a game is crap, a better response would have been to state why you think its crap and what, if anything, you think can be done to improve/fix the game.

Oh I don’t know, I appreciate all feedback :slight_smile:

Cheers,

Kev